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Page 1: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design
Page 2: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Games Become Criticalfor Information Age Humans

Richard Boyd

Chief Architect, Virtual World Labs

Lockheed Martin

May 26, 2010

Mars, Inc.

Page 3: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

A History of Gaming Innovation

Page 4: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design
Page 5: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

“Games are... the most ancient and time honored vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don’t see mother lions lecturing cubs at the

chalkboard; we don’t see senior lions writing their memoirs for posterity. In light of this, the question, ‘Can games have

educational value?’ becomes absurd. It is not games but schools that are the newfangled notion, the untested fad, the

violator of tradition. Game-playing is a vital educational function for any creature capable of learning.“

~ Chris Crawford in The Art of Computer Game Design

Page 6: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Technological Trends

Page 7: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Consider…

Thrust/Weight Ratios, Jet Engines, 1937-2004

0

2

4

6

8

10

12

1930 1940 1950 1960 1970 1980 1990 2000 2010

Whittle

J79-GE-17

F100-PW-100

F135-PW-100

Sources: Public websites & databases

Page 8: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Consider…

Transistor Counts, Microprocessors, 1971-2007

1

10

100

1,000

10,000

100,000

1,000,000

10,000,000

100,000,000

1,000,000,000

1970 1975 1980 1985 1990 1995 2000 2005 2010

Jet engine performance (reference)

Source: Intel

Page 9: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Moore’s Law

1910 1920 1930 1940 1950 1960 1970 1980 1990 2000Electromechanical Relay Vacuum Tube Transistor Integrated Circuit

1900

Source: The Singularity Is Near, Ray Kurzweil

Page 10: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

State of the Art, 1987

Page 11: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

State of the art game environment2008

CryTek CryEngine

Page 12: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

1987 - 2010

•23 years = 15 turns of

Moore’s Law

•Or 32,764 times more

powerful

215

Page 13: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Enabling Platforms

Second Life

Epic Unreal Engine 3

CryTek CryEngine

Forterra OLIVE

Microsoft ESP

Icarus MMO

2003 2004 2005 2006 2007 2008 2009

Page 14: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Emotive capture

Page 15: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

State of the ArtReal-time character animation

Source: Mova Digital

Page 16: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Four Phases of Capture

Page 17: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Examples

Page 18: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

“The (virtual worlds) programmer is a creator

of universes for which he alone is the

lawgiver. No playwright, no stage director,

no emperor, however powerful, has ever

exercised such absolute authority to arrange

a stage or a field of battle and to command

such unswervingly dutiful actors or troops”

- Joseph Weizenbaum

Page 19: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Microsoft and Sony reinvent the interface

Page 20: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

The Era of Filming in Virtual Worlds

Page 21: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Story vs. Game

Page 22: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

What is Training?

A Virtual World is not training

A game is not training

Multimedia is not training

Training is relevant practice with feedback

Page 23: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

One Simple Idea

People learn best when they learn by doing

Not by listening…

Not by watching…

Not by memorizing…

…but by hands-on practice

Page 24: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Learning and Retention

Source: Corporate Universities, Jeanne Meister

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

Lecture Demonstration Hands-On Practice

Page 25: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Perfect Practice Makes Perfect

90% of experimental comparisons favor simulator + aircraft training over aircraft training

alone. Why?

Lower cost / increased availability of training

More efficient use of training time

Ability to practice rare / dangerous events

Source: Hays et. al., Military Psychology

Page 26: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Perfect Practice Makes Perfect

By previously training for any conceivable scenario, the pilot is able to instinctively

respond optimally to any event at any time

Page 27: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Virtual World Sweet Spot

Page 28: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Learning with Games

Page 29: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Societal Trends

Page 30: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Cognitive Workers

Operate across a broader span of tasks and situations, creating new demands:

Increased complexity of work

Continuous competency development

Different ways of thinking

Cognitive overload

Source: US General Services Administration

Page 31: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

New Users

Digital Natives

Twitch speed

Parallel processing

Graphics first

Random access

Connected

Active

Play

Payoff

Fantasy

Technology-as-friend

Digital Immigrants

Conventional speed

Linear processing

Text first

Step-by-step

Stand-alone

Passive

Work

Patience

Reality

Technology-as-foe

Source: Marc Prensky (See also Don Tapscott’s “Grown Up Digital”)

Page 32: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

How many baby boomers have this at home?

Page 33: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Evolution

The Future

Inexpensive

Desktop and laptops

Games heritage

Commercial dominates

Open standards

Users create

Episodic television model

Free-form learning

Train many jobs

Fun is integral

The Past

Expensive

Dedicated hardware

High-end heritage

Defense dominates

Proprietary standards

Experts create

Feature film model

Sequential learning

Train key jobs

Fun is accidental

Page 34: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Proven Across Industries

The ROI for using simulations to enhance learning has been proven across a wide range of

industries

These improvements in performance are independent of the obvious gains from

reductions in travel and other classroom-related costs

Page 35: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

The Evidence is In Serious games and virtual world training improve both effectiveness and efficiency

Roman’s Law

A recent small unit training study showed that replacing 45% of live field-based training

with game-based training resulted in…

…an improvement in passing rates from 72% to 100%

…In half the time of live training alone

…and required only 1/3 of the Field Tests.

Dr. Paul A. Roman Royal Military College of Canada

6.00

5.50

3.00

0.00

1.00

2.00

3.00

4.00

5.00

6.00

Time (Weeks)

72%

83%

100%

70%

75%

80%

85%

90%

95%

100%

Final Scores

Class 3 (45% Serious Games)

Class 1 (No Serious Games)

Class 2 (3% Serious Games)

Class 3 (45% Serious Games)

Class 1 (No Serious Games)

Class 2 (3% Serious Games)

Dr. Paul A. Roman

Royal Military College of Canada

Page 36: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

BP Convenience Retail Simulation

Improved passing

rate from 40% to

100%

Training time

reduced by a third

Lower training cost

CIO Magazine

2009 Innovation

Award

BP has over 12,000

convenience retail

stations in the U.S.

Page 37: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

Lockheed Martin CLE

Page 38: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

ROI Examples

Crew Resource Management

Reduction of 13.6 percent in number of sorties to achieve proficiency among simulator-trained crews

Source: Nullmeyer et. al., I/ITSEC Conference Proceedings

Page 39: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

ROI Examples

Anesthesiology Training

Reduction of 28 percent in number of days to achieve intubation proficiency among simulator-trained anesthesiology residents

Source: Abrahamson et. al., Journal of Medical Education

Page 40: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

ROI Examples

Surgical Training

Simulator-trained residents six times less likely to make errors and nine times less likely to fail to make progress during gall bladder removal surgery

Source: Seymour et. al., Annals of Surgery

Page 41: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

ROI Examples

Long-Haul Trucking

Improvement of 83 percent in mean time between incidents after simulator training of truck drivers

Source: Deborah Lockridge, Heavy Duty TruckingCubbie_n_Vegas

Page 42: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

ROI Examples

Snowplow Operations

Improvement of 6.2 percent in fuel efficiency among snowplow operators after simulator training

Source: Strayer et. al., Third Int’l Driving SymposiumSqueakyMarmot

Page 43: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

“The illiterate of the 21st century will not be those who cannot read and write, but those

who cannot learn, unlearn, and relearn.”

-Alvin Toffler

Page 44: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

[email protected]

Reinventing how people prepare for their tomorrow

Page 45: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design

“Tell me and I will forget.

Teach me and I will remember.

Involve me and I will learn.”

- Benjamin Franklin

Page 46: Games Become Critical for Information Age HumansGame-playing is a vital educational function for any creature capable of learning. ^ ~ Chris Crawford in The Art of Computer Game Design